Fighting (type): Difference between revisions
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==Statistical averages== | ==Statistical averages== | ||
===Overall===<!--as of generation 7--> | ===Overall===<!--as of generation 7--> | ||
{{BaseStatNoCat| | {{BaseStatNoCat | ||
type=fighting | | |type=fighting | ||
HP=75.69 | | |HP=75.69 | ||
Attack=106.37 | | |Attack=106.37 | ||
Defense=75.16 | | |Defense=75.16 | ||
SpAtk=66.24 | | |SpAtk=66.24 | ||
SpDef=71.58 | | |SpDef=71.58 | ||
Speed=76.60 | | |Speed=76.60 | ||
Total=471.64 }} | |Total=471.64 }} | ||
===Fully evolved===<!--as of generation 7--> | ===Fully evolved===<!--as of generation 7--> | ||
{{BaseStatNoCat| | {{BaseStatNoCat | ||
type=fighting| | |type=fighting | ||
HP=83.02 | | |HP=83.02 | ||
Attack=119.86 | | |Attack=119.86 | ||
Defense=84.16 | | |Defense=84.16 | ||
SpAtk=74.65 | | |SpAtk=74.65 | ||
SpDef=81.65 | | |SpDef=81.65 | ||
Speed=87.65 | | |Speed=87.65 | ||
Total=530.99 }} | |Total=530.99 }} | ||
<!--out of 43; includes Mega Evolutions as separate Pokémon; does not include Arceus--> | <!--out of 43; includes Mega Evolutions as separate Pokémon; does not include Arceus--> | ||
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==Characteristics== | ==Characteristics== | ||
===Defense=== | ===Defense=== | ||
Defensively, the Fighting type has its pros and cons. Fighting-type Pokémon have key resistances to {{t|Dark}} and {{t|Rock}}, but their weaknesses are to the common {{t|Flying}} and {{t|Psychic}} types, as well as the {{t|Fairy}} type in [[Generation VI]]. It is also highly likely for a Fighting-type to fall to strong | Defensively, the Fighting type has its pros and cons. Fighting-type Pokémon have key resistances to {{t|Dark}} and {{t|Rock}}, but their weaknesses are to the common {{t|Flying}} and {{t|Psychic}} types, as well as the {{t|Fairy}} type in [[Generation VI]]. It is also highly likely for a Fighting-type to fall to strong [[super-effective]] attacks in one turn due to their typically mediocre Defense and Special Defense stats. | ||
Fighting types that have secondary Psychic, {{t|Steel}} or {{t|Dark}} typing also have the advantage of having their Psychic weakness nullified, but as of [[Generation VI]] the latter has a disadvantage of having a double weakness to Fairy-type moves. Fighting types that have secondary {{t|Fire}}, {{t|Steel}}, or {{t|Poison}} typing also have the advantage of having their Fairy weakness nullified, but the latter similarly has a double weakness to Psychic-type moves. | Fighting types that have secondary Psychic, {{t|Steel}} or {{t|Dark}} typing also have the advantage of having their Psychic weakness nullified, but as of [[Generation VI]] the latter has a disadvantage of having a double weakness to Fairy-type moves. Fighting types that have secondary {{t|Fire}}, {{t|Steel}}, or {{t|Poison}} typing also have the advantage of having their Fairy weakness nullified, but the latter similarly has a double weakness to Psychic-type moves. | ||
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Offensively, the Fighting type is one of the most powerful and commonly used types. It hits five different types for super-effective damage, more than any other type except for the {{type|Ground}}, with which it ties. It is super effective against the {{t|Rock}} and {{t|Steel}} types, which generally have high Defense, and is the only type that deals super effective damage against {{t|Normal}}. It is super effective against {{t|Ice}} types, a type frequently utilized for offense but with notoriously bad defense. It is also one of only three types that are super effective against {{t|Dark}}. On the other hand, Fighting is also resisted by several key types, including {{t|Poison}} and {{t|Fairy}}. | Offensively, the Fighting type is one of the most powerful and commonly used types. It hits five different types for super-effective damage, more than any other type except for the {{type|Ground}}, with which it ties. It is super effective against the {{t|Rock}} and {{t|Steel}} types, which generally have high Defense, and is the only type that deals super effective damage against {{t|Normal}}. It is super effective against {{t|Ice}} types, a type frequently utilized for offense but with notoriously bad defense. It is also one of only three types that are super effective against {{t|Dark}}. On the other hand, Fighting is also resisted by several key types, including {{t|Poison}} and {{t|Fairy}}. | ||
In contrast to {{t|Psychic}} types, most Fighting types are [[physical move|physical]] attackers due to their typically high {{stat|Attack}}. Contrary to Psychic-type moves, Fighting-type moves that were introduced before [[Generation IV]] are physical moves (with the exception of a Fighting-type {{m|Hidden Power}}). However, there were very few powerful Fighting-type moves that Fighting types could learn prior to [[Generation IV]]. | In contrast to {{t|Psychic}} types, most Fighting types are [[physical move|physical]] attackers due to their typically high {{stat|Attack}}. Contrary to Psychic-type moves, Fighting-type moves that were introduced before [[Generation IV]] are physical moves (with the exception of a Fighting-type {{m|Hidden Power}}). However, there were very few powerful Fighting-type moves that Fighting types could learn prior to [[Generation IV]]. | ||
Most Fighting-type Pokémon can learn {{type|Rock}} moves to counter {{type|Bug}} and {{type|Flying}} resistances to Fighting-type moves, although Flying types have markedly higher average {{stat|Speed}} and no Fighting types can learn any [[priority]] Rock-type moves, which can result in defensive issues. {{t|Ghost}} types are immune to Fighting-type attacks without the aid of {{m|Foresight}}, {{m|Odor Sleuth}} or the Ability {{a|Scrappy}}. Owing to this, the Fighting type does well offensively in tangent with {{t|Ghost}} type attacks, and such a combination will provide at least neutral damage to all type combinations bar Normal/Ghost, which no Pokémon can currently possess unless under the effects of {{m|Trick-or-Treat}}. Offensively some Dark-type moves also provide good coverage, but {{type|Fairy}} Pokémon resist both Dark and Fighting. Despite this, many Fighting types can also learn {{t|Poison}} type moves (particularly {{m|Poison Jab}}) to help counter Fairy-type Pokémon. | Most Fighting-type Pokémon can learn {{type|Rock}} moves to counter {{type|Bug}} and {{type|Flying}} resistances to Fighting-type moves, although Flying types have markedly higher average {{stat|Speed}} and no Fighting types can learn any [[priority]] Rock-type moves, which can result in defensive issues. {{t|Ghost}} types are immune to Fighting-type attacks without the aid of {{m|Foresight}}, {{m|Odor Sleuth}} or the Ability {{a|Scrappy}}. Owing to this, the Fighting type does well offensively in tangent with {{t|Ghost}} type attacks, and such a combination will provide at least neutral damage to all type combinations bar Normal/Ghost, which no Pokémon can currently possess unless under the effects of {{m|Trick-or-Treat}}. Offensively some Dark-type moves also provide good coverage, but {{type|Fairy}} Pokémon resist both Dark and Fighting. Despite this, many Fighting types can also learn {{t|Poison}} type moves (particularly {{m|Poison Jab}}) to help counter Fairy-type Pokémon. | ||
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==Abilities== | ==Abilities== | ||
===Interacting with the Fighting type=== | ===Interacting with the Fighting type=== | ||
A Pokémon with {{a|Color Change}}, {{a|Protean}}, {{a|Imposter}}, {{a|RKS System}}, or {{a|Multitype}} will become a Fighting-type Pokémon if (respectively) it is hit with a Fighting-type move, uses a Fighting-type move, is sent out against a Fighting-type opponent, is holding a | A Pokémon with {{a|Color Change}}, {{a|Protean}}, {{a|Imposter}}, {{a|RKS System}}, or {{a|Multitype}} will become a Fighting-type Pokémon if (respectively) it is hit with a Fighting-type move, uses a Fighting-type move, is sent out against a Fighting-type opponent, is holding a [[Fighting Memory]], or is holding a [[Fist Plate]] or [[Fightinium Z]]. | ||
{| width="70%" class="roundy sortable" style="margin:auto; text-align:center; background:#{{Fighting color}}; border:2px solid #{{Fighting color dark}}" | {| width="70%" class="roundy sortable" style="margin:auto; text-align:center; background:#{{Fighting color}}; border:2px solid #{{Fighting color dark}}" | ||
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! style="background:#{{Fighting color light}}" | Ability | ! style="background:#{{Fighting color light}}" | Ability | ||
! style="background:#{{Fighting color light}}; {{roundytr|8px}}" class="unsortable" | Description | ! style="background:#{{Fighting color light}}; {{roundytr|8px}}" class="unsortable" | Description | ||
|- | |- | ||
! width="30px" style="background:#{{sinnoh color}}; border:1px solid #{{sinnoh color dark}}" | IV | ! width="30px" style="background:#{{sinnoh color}}; border:1px solid #{{sinnoh color dark}}" | IV | ||
| width="100px" style="background:#FFF; border:1px solid #D8D8D8" | {{acolor|Scrappy|000}} | | width="100px" style="background:#FFF; border:1px solid #D8D8D8" | {{acolor|Scrappy|000}} | ||
| style="background:#FFF; border:1px solid #D8D8D8; text-align:left" | Enables Normal- and Fighting-type moves to hit Ghost-type Pokémon. | | style="background:#FFF; border:1px solid #D8D8D8; text-align:left" | Enables Normal- and Fighting-type moves to hit Ghost-type Pokémon. | ||
|- class="unsortable" | |- class="unsortable" | ||
! colspan="3" style="background:#{{Fighting color light}}; {{roundybottom|8px}}" |<small>All details are accurate to Generation VII games. For details that have changed between generations, please see an individual Ability's page.</small> | ! colspan="3" style="background:#{{Fighting color light}}; {{roundybottom|8px}}" |<small>All details are accurate to Generation VII games. For details that have changed between generations, please see an individual Ability's page.</small> | ||
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==In the TCG== | ==In the TCG== | ||
{{main|Fighting (TCG)}} | {{main|Fighting (TCG)}} | ||
Due to the decreased amount of types in the TCG, Fighting generally adopts all {{t|Rock}}- and {{type|Ground}} Pokémon under its typing. | Due to the decreased amount of types in the TCG, Fighting generally adopts all {{t|Rock}}- and {{type|Ground}} Pokémon under its typing. | ||
Fighting-type Pokémon in the TCG are generally weak to {{TCG|Psychic}} with no resistances. Fighting-type Pokémon are strong against {{TCG|Colorless}}, {{TCG|Darkness}} and {{TCG|Lightning}} Pokémon, whilst some {{TCG|Colorless}} and {{TCG|Psychic}} Pokémon can resist the Fighting type. | Fighting-type Pokémon in the TCG are generally weak to {{TCG|Psychic}} with no resistances. Fighting-type Pokémon are strong against {{TCG|Colorless}}, {{TCG|Darkness}} and {{TCG|Lightning}} Pokémon, whilst some {{TCG|Colorless}} and {{TCG|Psychic}} Pokémon can resist the Fighting type. |
Revision as of 11:23, 30 September 2017
The Fighting type (Japanese: かくとうタイプ Fighting type) is one of the eighteen types. Notable Trainers who specialize in Fighting-type Pokémon are Bruno of the Indigo Plateau Elite Four, Chuck of Cianwood City, Brawly of Dewford Town, Maylene of Veilstone City, Marshal of the Unova Elite Four, Korrina of Shalour City and Hala of the Alola Elite Four. The Fighting Dojo of Saffron City is also home to several Trainers of Fighting-type Pokémon, although it is no longer an official Gym. Prior to changes in Generation IV, all damaging Fighting-type moves were physical, but they may now also be special depending on the attack.
Statistical averages
Overall
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Fully evolved
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Battle properties
Generation I
Offensive | Defensive | |||
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Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Generations II to V
Offensive | Defensive | |||
---|---|---|---|---|
Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Generation VI onwards
Offensive | Defensive | |||
---|---|---|---|---|
Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Characteristics
Defense
Defensively, the Fighting type has its pros and cons. Fighting-type Pokémon have key resistances to Dark and Rock, but their weaknesses are to the common Flying and Psychic types, as well as the Fairy type in Generation VI. It is also highly likely for a Fighting-type to fall to strong super-effective attacks in one turn due to their typically mediocre Defense and Special Defense stats.
Fighting types that have secondary Psychic, Steel or Dark typing also have the advantage of having their Psychic weakness nullified, but as of Generation VI the latter has a disadvantage of having a double weakness to Fairy-type moves. Fighting types that have secondary Fire, Steel, or Poison typing also have the advantage of having their Fairy weakness nullified, but the latter similarly has a double weakness to Psychic-type moves.
Offense
Offensively, the Fighting type is one of the most powerful and commonly used types. It hits five different types for super-effective damage, more than any other type except for the Ground-type, with which it ties. It is super effective against the Rock and Steel types, which generally have high Defense, and is the only type that deals super effective damage against Normal. It is super effective against Ice types, a type frequently utilized for offense but with notoriously bad defense. It is also one of only three types that are super effective against Dark. On the other hand, Fighting is also resisted by several key types, including Poison and Fairy.
In contrast to Psychic types, most Fighting types are physical attackers due to their typically high Attack. Contrary to Psychic-type moves, Fighting-type moves that were introduced before Generation IV are physical moves (with the exception of a Fighting-type Hidden Power). However, there were very few powerful Fighting-type moves that Fighting types could learn prior to Generation IV.
Most Fighting-type Pokémon can learn Rock-type moves to counter Bug-type and Flying-type resistances to Fighting-type moves, although Flying types have markedly higher average Speed and no Fighting types can learn any priority Rock-type moves, which can result in defensive issues. Ghost types are immune to Fighting-type attacks without the aid of Foresight, Odor Sleuth or the Ability Scrappy. Owing to this, the Fighting type does well offensively in tangent with Ghost type attacks, and such a combination will provide at least neutral damage to all type combinations bar Normal/Ghost, which no Pokémon can currently possess unless under the effects of Trick-or-Treat. Offensively some Dark-type moves also provide good coverage, but Fairy-type Pokémon resist both Dark and Fighting. Despite this, many Fighting types can also learn Poison type moves (particularly Poison Jab) to help counter Fairy-type Pokémon.
Contest properties
In Contests, Fighting-type moves are typically Cool or Tough moves. None of them are considered Cute.
Pokémon
As of Generation VII, there are 57 Fighting-type Pokémon or 7.1% of all Pokémon (counting those that are Fighting-type in at least one of their forms, including Mega Evolutions), making it the 8th rarest type.
Pure Fighting-type Pokémon
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Pokéstar Studios opponents
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Half Fighting-type Pokémon
Primary Fighting-type Pokémon
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Secondary Fighting-type Pokémon
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Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Target | Description | |||||||||
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VII | All-Out Pummeling | Physical | — | —% | 1 (max 1) |
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The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. | ||||||||||
VII | All-Out Pummeling | Special | — | —% | 1 (max 1) |
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The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. | ||||||||||
III | Arm Thrust | Physical | Tough | 15 | 100% | 20 (max 32) |
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The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row. | |||||||||
IV | Aura Sphere | Special | Beautiful | 80 | —% | 20 (max 32) |
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The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. | |||||||||
III | Brick Break | Physical | Cool | 75 | 100% | 15 (max 24) |
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The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. | |||||||||
III | Bulk Up | Status | Cool | — | —% | 20 (max 32) |
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The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. | |||||||||
V | Circle Throw | Physical | Cool | 60 | 90% | 10 (max 16) |
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The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | |||||||||
IV | Close Combat | Physical | Tough | 120 | 100% | 5 (max 8) |
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The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats. | |||||||||
I | Counter | Physical | Tough | Varies | 100% | 20 (max 32) |
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A retaliation move that counters any physical attack, inflicting double the damage taken. | |||||||||
II | Cross Chop | Physical | Cool | 100 | 80% | 5 (max 8) |
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The user delivers a double chop with its forearms crossed. Critical hits land more easily. | |||||||||
II | Detect | Status | Cool | — | —% | 5 (max 8) |
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Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | |||||||||
I | Double Kick | Physical | Cool | 30 | 100% | 30 (max 48) |
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The target is quickly kicked twice in succession using both feet. | |||||||||
IV | Drain Punch | Physical | Tough | 75 | 100% | 10 (max 16) |
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An energy-draining punch. The user's HP is restored by half the damage taken by the target. | |||||||||
II | Dynamic Punch | Physical | Cool | 100 | 50% | 5 (max 8) |
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The user punches the target with full, concentrated power. This confuses the target if it hits. | |||||||||
V | Final Gambit | Special | Tough | Varies | 100% | 5 (max 8) |
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The user risks everything to attack its target. The user faints but does damage equal to its HP. | |||||||||
VI | Flying Press | Physical | Tough | 100 | 95% | 10 (max 16) |
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The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. | |||||||||
IV | Focus Blast | Special | Cool | 120 | 70% | 5 (max 8) |
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The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat. | |||||||||
III | Focus Punch | Physical | Tough | 150 | 100% | 20 (max 32) |
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The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. | |||||||||
IV | Force Palm | Physical | Cool | 60 | 100% | 10 (max 16) |
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The target is attacked with a shock wave. This may also leave the target with paralysis. | |||||||||
IV | Hammer Arm | Physical | Tough | 100 | 90% | 10 (max 16) |
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The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. | |||||||||
I | High Jump Kick | Physical | Cool | 130 | 90% | 10 (max 16) |
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The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead. | |||||||||
I | Jump Kick | Physical | Cool | 100 | 95% | 10 (max 16) |
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The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. | |||||||||
I | Karate Chop | Physical | Tough | 50 | 100% | 25 (max 40) |
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The target is attacked with a sharp chop. Critical hits land more easily. | |||||||||
I | Low Kick | Physical | Tough | Varies | 100% | 20 (max 32) |
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A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power. | |||||||||
V | Low Sweep | Physical | Clever | 65 | 100% | 20 (max 32) |
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The user makes a swift attack on the target's legs, which lowers the target's Speed stat. | |||||||||
II | Mach Punch | Physical | Cool | 40 | 100% | 30 (max 48) |
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The user throws a punch at blinding speed. This move always goes first. | |||||||||
VI | Mat Block | Status | Cool | — | —% | 10 (max 16) |
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Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves. | |||||||||
VI | Power-Up Punch | Physical | Tough | 40 | 100% | 20 (max 32) |
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Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. | |||||||||
V | Quick Guard | Status | Cool | — | —% | 15 (max 24) |
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The user protects itself and its allies from priority moves. | |||||||||
III | Revenge | Physical | Tough | 60 | 100% | 10 (max 16) |
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This attack move's power is doubled if the user has been hurt by the opponent in the same turn. | |||||||||
II | Reversal | Physical | Cool | Varies | 100% | 15 (max 24) |
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An all-out attack that becomes more powerful the less HP the user has. | |||||||||
II | Rock Smash | Physical | Tough | 40 | 100% | 15 (max 24) |
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The user attacks with a punch. This may also lower the target's Defense stat. | |||||||||
I | Rolling Kick | Physical | Cool | 60 | 85% | 15 (max 24) |
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The user lashes out with a quick, spinning kick. This may also make the target flinch. | |||||||||
V | Sacred Sword | Physical | Cool | 90 | 100% | 15 (max 24) |
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The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage. | |||||||||
V | Secret Sword | Special | Beautiful | 85 | 100% | 10 (max 16) |
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The user cuts with its long horn. The odd power contained in the horn does physical damage to the target. | |||||||||
I | Seismic Toss | Physical | Tough | Varies | 100% | 20 (max 32) |
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The target is thrown using the power of gravity. It inflicts damage equal to the user's level. | |||||||||
III | Sky Uppercut | Physical | Cool | 85 | 90% | 15 (max 24) |
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The user attacks the target with an uppercut thrown skyward with force. | |||||||||
V | Storm Throw | Physical | Cool | 60 | 100% | 10 (max 16) |
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The user strikes the target with a fierce blow. This attack always results in a critical hit. | |||||||||
I | Submission | Physical | Cool | 80 | 80% | 20 (max 32) |
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The user grabs the target and recklessly dives for the ground. This also damages the user a little. | |||||||||
III | Superpower | Physical | Tough | 120 | 100% | 5 (max 8) |
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The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats. | |||||||||
II | Triple Kick | Physical | Cool | 10 | 90% | 10 (max 16) |
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A consecutive three-kick attack that becomes more powerful with each successive hit. | |||||||||
IV | Vacuum Wave | Special | Cool | 40 | 100% | 30 (max 48) |
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The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first. | |||||||||
II | Vital Throw | Physical | Cool | 70 | —% | 10 (max 16) |
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The user attacks last. In return, this throw move never misses. | |||||||||
IV | Wake-Up Slap | Physical | Tough | 70 | 100% | 10 (max 16) |
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This attack inflicts big damage on a sleeping target. This also wakes the target up, however. | |||||||||
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left. |
Abilities
Interacting with the Fighting type
A Pokémon with Color Change, Protean, Imposter, RKS System, or Multitype will become a Fighting-type Pokémon if (respectively) it is hit with a Fighting-type move, uses a Fighting-type move, is sent out against a Fighting-type opponent, is holding a Fighting Memory, or is holding a Fist Plate or Fightinium Z.
Gen | Ability | Description |
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IV | Scrappy | Enables Normal- and Fighting-type moves to hit Ghost-type Pokémon. |
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual Ability's page. |
Exclusive Abilities
Currently, no Abilities are exclusive to Fighting types. This does not include signature Abilities.
In the TCG
- Main article: Fighting (TCG)
Due to the decreased amount of types in the TCG, Fighting generally adopts all Rock- and Ground-type Pokémon under its typing.
Fighting-type Pokémon in the TCG are generally weak to Psychic with no resistances. Fighting-type Pokémon are strong against Colorless, Darkness and Lightning Pokémon, whilst some Colorless and Psychic Pokémon can resist the Fighting type.
Trivia
- Generation V introduced the most Fighting-type Pokémon of any Generation, with 16, and Generation II introduced the fewest, with three.
- Generation I introduced the most Fighting-type moves of any Generation, with nine, and Generation VII introduced the fewest, with only one: All-Out Pummeling.
- All Fighting-type moves that do damage only target one foe, and all physical Fighting-type moves make contact.
- Every region has a Fighting-type specialist.
- Color representations for the Fighting type have generally been inconsistent in various Pokémon media. While the Fighting type has been associated with the color red in the main Pokémon games since Generation III, it is associated with orange in the Pokémon Stadium series and the Pokémon Mystery Dungeon series, and brown in the Pokémon Trading Card Game.
- Fighting is the most common secondary type for evolutions of starter Pokémon, with four starter lines being paired with it, three of them being Fire-type.
- The Fighting type could be considered a physical counterpart to the Psychic type:
- The highest average stat among all Fighting types is Attack, while for Psychic types it is Special Attack.
- While the Fighting type is the only formerly physical type to not have any old moves changed into special moves, the Psychic type is the only formerly special type to not have any old moves changed into physical moves.
- Counter and Mirror Coat, moves countering physical and special attacks are, respectively, Fighting- and Psychic-type moves.
- Bulk Up and Calm Mind, moves raising physical and special stats are, respectively, Fighting- and Psychic-type moves.
- The Fighting and Bug-type types are the only two separate types that are not very effective against each other.
In other languages
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